0:00:03.375,0:00:09.641 There are several different ways that interfaces can help people think more fluidly 0:00:09.641,0:00:14.706 by distributing their cognition into artifacts in the world.[br] 0:00:14.706,0:00:20.403 When interfaces help people distribute a cognition, it can encourage experimentation; 0:00:20.403,0:00:25.207 it can scaffold learning and reduce errors through redundancy; 0:00:25.207,0:00:28.073 it can show only the differences that matter; 0:00:28.073,0:00:32.409 it can convert slow calculation into fast perception; 0:00:32.409,0:00:35.679 it can support chunking, specially by experts; 0:00:35.679,0:00:37.822 it can increase efficiency of interactions; 0:00:37.822,0:00:40.566 and it can facilitate collaboration. 0:00:40.566,0:00:44.047 Let’s go through these one at a time. 0:00:46.031,0:00:52.613 Here’s a video game that, I bet, many of you all know: This is the Tetris video game.[br] 0:00:52.613,0:00:59.861 And there was a very clever study that David Kirsh and Paul Maglio at UC San Diego ran, 0:00:59.861,0:01:05.704 where they looked at Tetris players playing Tetris, and what they found was really interesting.[br] 0:01:05.704,0:01:10.829 In Tetris, as you may know, you can use keys to move objects around on the screen. 0:01:10.829,0:01:18.456 And at a certain point you could hit the space bar to drop the object and try and get a row of a few blocks.[br] 0:01:18.456,0:01:21.594 Moving and rotating pieces on the screen may seem like a waste of time 0:01:21.594,0:01:25.303 because you have a limited amount of time before the block hits the bottom. 0:01:25.303,0:01:28.850 So, how do you use that most efficiently? 0:01:28.850,0:01:34.004 It turns out that people move the block around the screen 0:01:34.004,0:01:39.072 more than they — in some purely theoretical sense — need to. 0:01:39.072,0:01:44.437 So, in essence, I’m trying out different places that the blocks could go. 0:01:44.437,0:01:50.623 Maybe this is just for novices that when you’re learning Tetris you need to feel things out 0:01:50.623,0:01:54.430 but as you become more of an expert that’s no longer the case? 0:01:54.430,0:01:55.919 Exactly the opposite! 0:01:55.919,0:02:02.900 Kirsh and Maglio found that experts actually relied more heavily on moving objects in the world. 0:02:02.900,0:02:07.906 And what they were doing is they were distributing the cognitive effort of “what if” scenarios — 0:02:07.906,0:02:10.666 What if I placed it over here? What if I placed it over there? 0:02:10.666,0:02:13.175 You absolutely can do that in your mind, 0:02:13.175,0:02:18.615 but it turns that in this case, for most people, it’s cheaper to do it out in the world[br] 0:02:18.615,0:02:24.418 to be able to turn the cognitive task of reasoning about all of the what-if scenarios 0:02:24.418,0:02:29.606 into a perceptual task of “Oh yeah, that block would work perfectly right there.” 0:02:29.606,0:02:34.628 It saves you the effort of having to, in particular, mentally rotate the different pieces 0:02:34.628,0:02:38.318 to figure out how they would fit into the screen. 0:02:38.318,0:02:43.955 Here’s another example from the learning sciences: There are called Montesorri blocks. 0:02:43.955,0:02:51.349 And what we have here are beads that provide a physical representation for number[s]. 0:02:51.349,0:02:57.291 Especially for young children, numbers are really abstract concepts, difficult to get your head around. 0:02:57.291,0:03:04.274 And these physical instantiations can help teach addition, multiplication and other simple arithmetic operations. 0:03:04.274,0:03:11.317 So, for example, if I’m going to take three and multiply it by three to get three squared, 0:03:11.317,0:03:18.328 well, I can see that I have three by three — I have a square and I can see that it’s composed of nine beads. 0:03:18.328,0:03:21.776 And there’re other addition and multiplication options that you could with these also.[br] 0:03:21.776,0:03:24.317 And by having this redundant information — 0:03:24.317,0:03:28.648 by taking an abstract concept and “realfying” it and making it concrete — 0:03:28.648,0:03:32.344 it can help scaffold learning and reduce errors. 0:03:32.344,0:03:36.023 The Montessori blocks example and the Tetris example 0:03:36.023,0:03:42.138 show us the power of providing a visual or physical instantiation of abstract ideas. 0:03:42.138,0:03:45.615 So what makes a good representation of this sort? 0:03:45.615,0:03:50.960 Well, you should show the information that you need and nothing else. 0:03:50.960,0:03:54.752 And, what these representations should do is 0:03:54.752,0:04:01.056 it should enable to kinds of tasks that users want to do like comparison and exploration and problem solving. 0:04:01.056,0:04:03.790 And if that seems too abstract or maybe obvious, 0:04:03.790,0:04:07.122 let’s take a look at this example from the London Underground. 0:04:07.122,0:04:10.489 This subway map was introduced about a century ago 0:04:10.489,0:04:16.560 and it was one of the very first maps to introduce a brand-new idea in map design: 0:04:16.560,0:04:24.548 of abstracting the layout of the tracks from the underlying physical geography. 0:04:24.548,0:04:29.586 Prior to this London subway map, the maps would show what the geography was 0:04:29.586,0:04:31.921 and so long things were long and short things were short; 0:04:31.921,0:04:34.872 and if the tracks wandered because that’s the way that it works; 0:04:34.872,0:04:38.934 then the tracks on the map would wander because that’s the way things worked. 0:04:38.934,0:04:42.918 And with the Underground map designers realized was that 0:04:42.918,0:04:50.018 the most common task for subway riders is to figure out how to get from point A to point B, 0:04:50.018,0:04:54.881 and all of this additional detail of faithfulness to the underlying topology 0:04:54.881,0:05:00.521 was getting in the way of that A-to-B task more than it was helping it. 0:05:00.521,0:05:04.617 And so what they did is they stripped that a lot of that unnecessary detail, 0:05:04.617,0:05:09.604 turning this into vertical, diagonal, and horizontal lines. 0:05:09.604,0:05:15.846 So there are some representation between the layout on the map and the layout on the real world — 0:05:15.846,0:05:18.184 North is north, and south is south, 0:05:18.184,0:05:22.192 and things roughly head in the direction that they do in the real world, 0:05:22.192,0:05:24.252 but the detail is stripped out. 0:05:24.252,0:05:29.646 And this makes it much easier to be able to figure out how to get between connections. 0:05:29.646,0:05:32.088 Another thing that they did is they introduced 0:05:32.088,0:05:38.082 what a century later we would call a “focus plus context” representation for the map. 0:05:38.082,0:05:42.445 In the center of London, the subway stations are very densely packed. 0:05:42.445,0:05:46.355 So that area is expanded out: it consumes more of the map real estate. 0:05:46.355,0:05:50.869 As you get out toward the suburbs, the stations are fewer and further between. 0:05:50.869,0:05:55.355 As oppose to that taking up 90% of the map because it’s 90% of the space. 0:05:55.355,0:05:57.991 Those stations are actually scrunched, 0:05:57.991,0:06:00.829 because if you know you need to go northeast to a particular station, 0:06:00.829,0:06:06.504 then the exact distances involved are most of the time less relevant. 0:06:06.504,0:06:11.281 Now, of course with constitutes of good representation is of course task-specific. 0:06:11.281,0:06:15.811 And so what you can see is that by making some tasks easier — 0:06:15.811,0:06:19.433 like getting from A to B when you know A and B, 0:06:19.433,0:06:23.650 or being able to navigate the center of London more effectively — 0:06:23.650,0:06:26.285 you’ve compromised on other tasks. 0:06:26.285,0:06:28.871 And so, for somebody who may need to make decisions 0:06:28.871,0:06:32.748 about what stop to get off at based on some underlying topography, 0:06:32.748,0:06:39.739 or another task that’s compromised is by virtue of the distance between the stations on the map 0:06:39.739,0:06:43.998 not lining up between the distances between stations in the world,[br] 0:06:43.998,0:06:48.219 you can make poor judgments about what’s close and what’s far: 0:06:48.219,0:06:53.177 In the center you may believe things are far apart when they are really close, 0:06:53.177,0:06:58.197 and out in the suburbs, you may believe from the map that things are closer than they actually are. 0:06:58.197,0:07:03.806 And so nearly all representation design is about fitness to task. 0:07:03.806,0:07:06.878 Here’s a temperature map from the Weather Underground. 0:07:06.878,0:07:10.177 It shows the temperature at each location in the Bay area, 0:07:10.177,0:07:17.011 geo-referenced so that the temperature number is placed right on top of that physical location. 0:07:17.011,0:07:21.302 What do you think are the benefits and drawbacks of this representation? 0:07:21.302,0:07:26.039 What’s it good for and what’s it a problem for? 0:07:30.670,0:07:35.438 If you know the physical coordinate that you’d like the temperature for, 0:07:35.438,0:07:39.376 say for example, “What temperature is it along the coast?” 0:07:39.376,0:07:45.707 and I don’t care or don’t know the exact name of the town, this works incredibly well. 0:07:45.707,0:07:50.024 It’s also a reasonable interface, in some sense, 0:07:50.024,0:07:54.481 for trying to get a good [inaudible] of what are the temperatures like in the area overall: 0:07:54.481,0:08:00.425 I can see, for example, as I head inland the temperature tends to get warmer. 0:08:00.425,0:08:03.958 There are a lot of ways in which we could make this better. 0:08:03.958,0:08:10.147 So, right now, every temperature is shown identically no matter what temperature it is 0:08:10.147,0:08:15.138 which means it’s hard to scan: I have to read every single temperature one by one. 0:08:15.138,0:08:22.289 I could make this better if instead I had the temperature number somehow — 0:08:22.289,0:08:29.088 the color or size of the temperature number — correspond to the weather,[br] 0:08:29.088,0:08:36.533 But if we’re going to start mapping the variables of the map to something like color, 0:08:36.533,0:08:39.448 we need to be careful to get it right. 0:08:39.448,0:08:43.353 This is an example that comes from Edward Tufte. 0:08:43.353,0:08:49.315 His books on visual design and the graphical representations of data are fantastic 0:08:49.315,0:08:50.856 and I strongly encourage you to read them. 0:08:50.856,0:08:58.596 In this map, we see how a computer scientist might make a mapping for Japan. 0:08:58.596,0:09:04.235 This is showing the height above or below sea level as color, 0:09:04.235,0:09:11.963 and what you can see is the depth below sea level is represented by the color spectrum Roy G. Biv. 0:09:11.963,0:09:21.007 Now, one of the challenges of hue is that it’s not an additive representation. 0:09:21.007,0:09:26.901 So it’s not really a strong ordering that we give to the colors perceptually. 0:09:26.901,0:09:32.961 It’s a substitutive representation that red and yellow are qualitatively different, 0:09:32.961,0:09:37.113 but we don’t automatically have a more-than or less-than relationship between the two. 0:09:37.113,0:09:39.095 Another problem on this representation, 0:09:39.095,0:09:45.093 is it’s very difficult by glance to tell what’s higher and what’s lower in the sea. 0:09:45.093,0:09:55.938 Conversely, the individual isosurfaces — the individual chunks of a particular depth — really pop out. 0:09:55.938,0:10:01.948 Like, to me, for example, the yellow depth pops out very strongly 0:10:01.948,0:10:05.846 and that shape really comes to the attentional fore, 0:10:05.846,0:10:10.942 which, if you are making a rock-and-roll poster for the Fillmore, would be awesome, 0:10:10.942,0:10:15.266 but if you’re trying to get a sense of the contours of the sea, 0:10:15.266,0:10:23.435 what become salient to you, the outlines for what’s 400 meters below sea level, it’s probably just not that relevant. 0:10:23.435,0:10:28.301 So how could we continue our theme of using color as a representational cue 0:10:28.301,0:10:32.805 but have it be more meaningful than you might see in this case 0:10:32.805,0:10:35.565 where we’re mapping it to the color spectrum? 0:10:35.565,0:10:39.643 And here’s Edward Tufte’s redesign which I think is much better. 0:10:39.643,0:10:43.701 There’s a couple of things that I really like about the representation here. 0:10:43.701,0:10:51.250 The first one is that all of the things that are above sea level are brown — are kind of an earth tone. 0:10:51.250,0:10:56.566 So, we’re leveraging our intuitions about the physical world and using that metaphorically for the map. 0:10:56.566,0:11:00.874 So, the land-colored stuff is land. 0:11:00.874,0:11:05.577 Similarly, all of the water is blue — the water-colored stuff is water. 0:11:05.577,0:11:15.846 And furthermore, we can see how the intensity — or the luminance — of that color blue changes with depth. 0:11:15.846,0:11:22.773 And the deeper blues are darker blue, which corresponds to our physical intuitions. 0:11:22.773,0:11:29.651 And of course, water doesn’t really get that much darker at the kind of depth that we’re talking about here — 0:11:29.651,0:11:34.762 our intuition about darker colors being deeper comes from much shallower depths. 0:11:34.762,0:11:41.224 But the idea — you can leverage this thing that we all know that water right by the shore is a paler color 0:11:41.224,0:11:44.359 and as you get more of it gets darker. 0:11:44.359,0:11:51.860 So this is a really wonderful way to see that these darker areas here are deeper than these shallow areas here. 0:11:51.860,0:11:58.196 With the London Underground map, we saw how the representation of the map — 0:11:58.196,0:12:03.869 what makes a good representation — was intrinsically tied up with the task that the user is doing. 0:12:03.869,0:12:11.972 Similarly, what makes a good representation is also dependent on what a user’s expertise is. 0:12:11.972,0:12:18.696 And a wonderful example of this comes from Herb Simon and [Bill] Chase in the early 1970’s. 0:12:18.696,0:12:24.965 They were looking at chess as an exemplar domain for trying to understand expertise. 0:12:24.965,0:12:28.229 One of the things that they observed was that 0:12:28.229,0:12:34.817 expert chess players were much better at being able to remember the configuration of a chess board.[br] 0:12:34.817,0:12:38.580 You can imagine a couple hypotheses for this. 0:12:38.580,0:12:46.659 So, one of them would be “Experts were born with a better memory for that kind of thing”; 0:12:46.659,0:12:51.643 Or, similarly, “Experts by virtue of their ten thousand hours of training 0:12:51.643,0:12:56.656 have trained themselves up to build up that muscle and be very good at remembering that kind of thing.” 0:12:56.656,0:13:00.265 Neither turns out to be the case. 0:13:00.265,0:13:12.124 Experts are much better at remembering the configuration of a board, but only if it’s an actual game![br] 0:13:12.124,0:13:18.978 So if the configuration of the chess board is the configuration of how a chess board could be, 0:13:18.978,0:13:22.332 experts do a fantastic job of remembering it. 0:13:22.332,0:13:28.536 But if you arranged the pieces on the board in a way that a chess play could not ever achieve, 0:13:28.536,0:13:32.433 the experts actually do no better than novices at all. 0:13:32.433,0:13:41.286 And so what we’re seeing is that the ability of experts to chunk things and have higher memory capacity 0:13:41.286,0:13:46.597 is because they are able to leverage their knowledge about the domain. 0:13:46.597,0:13:51.547 Game design and user interface design are both concerned 0:13:51.547,0:13:56.035 with how easy or hard it’s for a user to accomplish a particular task. 0:13:56.035,0:14:00.524 The difference is that often designers want to make it hard, the right hard;[br] 0:14:00.524,0:14:04.325 and interface game designers want to make things easy.[br] 0:14:04.325,0:14:07.024 And so we can learn from this chess example 0:14:07.024,0:14:10.047 and we can ask this question as interface designers: 0:14:10.047,0:14:13.748 “Can we make interfaces more chunkable?” 0:14:13.748,0:14:17.807 Can we make interactions that can be accomplished in one chunk 0:14:17.807,0:14:23.665 and therefore place a lower load on our memory and make it easier for users to work with? 0:14:23.665,0:14:26.455 A great example of this comes from Bill Buxton 0:14:26.455,0:14:32.650 who looked at being able to move text between locations on a document. 0:14:32.650,0:14:37.055 And in a common desktop user interface today, 0:14:37.055,0:14:43.543 one common operation would be either a keyboard shortcut or a menu command to cut some text, 0:14:43.543,0:14:47.588 and then you move the cursor to a new location, and you paste that text. 0:14:47.588,0:14:54.479 That’s three different operations and, in between, if you got interrupted, 0:14:54.479,0:14:59.351 you might forget what’s in the copy buffer — in fact, I’m sure that’s happened to all of us at some point. 0:14:59.351,0:15:08.553 What Buxton realized is what if you could turn all of this, through a gestural interface, into one command? 0:15:08.553,0:15:16.572 So, maybe I could grab a text that I want, draw a new location and drop it right there. 0:15:16.572,0:15:22.652 That’d be much better: There’s never a time where I could be interrupted and lose state 0:15:22.652,0:15:28.092 because all of the state is maintained in this continuous gesture. 0:15:28.092,0:15:31.709 We’ve all heard the saying that a picture is worth ten thousand words. 0:15:31.709,0:15:39.801 As interface designers, we’re tasked with the project of representing the information to the user 0:15:39.801,0:15:44.831 and one task that we commonly have to deal with is: 0:15:44.831,0:15:50.518 Should we represent information visually, or should we represent information textually? 0:15:50.518,0:15:54.025 The answer of course is it depends. 0:15:54.025,0:15:59.909 But one time when representing information visually can be much more effective 0:15:59.909,0:16:06.026 is when you can convert slow reasoning tasks into fast perception tasks 0:16:06.026,0:16:09.950 by virtue of making them visually salient. 0:16:09.950,0:16:15.396 We saw that with the map example: In that case, both the colorings of the map were visual,[br] 0:16:15.396,0:16:21.482 but [in] one, it was much easier to just add a glance to understand what’s going on in good coloring. 0:16:21.482,0:16:27.095 And the poor coloring, you have to reason about it much more slowly and the wrong things kept popping out. 0:16:27.095,0:16:31.365 If you think about a table of numbers, it can often be difficult to see trends, 0:16:31.365,0:16:34.936 whereas if you represent that same information visually, 0:16:34.936,0:16:40.482 it can often pop out what the high points, the low points, trends, outliers — 0:16:40.482,9:59:59.000 all of that becomes salient and automatically visible to you.